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143 lines
3.4 KiB
Rust
143 lines
3.4 KiB
Rust
// Monologue Trees Editor
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//
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// Editor for creating Monologue Trees levels
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use bevy::{
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input::{keyboard::KeyboardInput, ButtonState},
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prelude::*,
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};
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use monologue_trees::{debug::*, ui::*};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Monologue Trees Editor".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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}),
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DebugInfoPlugin,
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GameUiPlugin,
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))
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.add_systems(Startup, (initialize_ui,))
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.add_systems(
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Update,
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(
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load_gltf,
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unload_gltf,
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load_audio,
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unload_audio,
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spawn_scene,
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play_audio,
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export_level,
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import_level,
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load_bogus,
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),
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)
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.run();
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}
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/// UI:
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/// * GLTFs
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/// * Scenes
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/// * Cameras
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/// * Animations
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/// * Audios
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fn initialize_ui(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle { ..default() },
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UiCameraConfig { show_ui: true },
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));
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn((GameUiList("GLTFs"), NodeBundle { ..default() }, GltfsUi));
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parent.spawn((GameUiList("Scenes"), NodeBundle { ..default() }, ScenesUi));
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parent.spawn((GameUiList("Cameras"), NodeBundle { ..default() }, CamerasUi));
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parent.spawn((
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GameUiList("Animations"),
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NodeBundle { ..default() },
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AnimationsUi,
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));
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parent.spawn((
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GameUiSet("Audio Clips"),
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NodeBundle { ..default() },
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AudioClipsUi,
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));
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});
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}
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fn load_bogus(
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mut events: EventReader<KeyboardInput>,
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root: Query<Entity, With<AnimationsUi>>,
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mut commands: Commands,
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) {
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events
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.iter()
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.filter(
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|&KeyboardInput {
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key_code, state, ..
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}| *key_code == Some(KeyCode::Space) && *state == ButtonState::Pressed,
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)
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.for_each(|_| {
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commands
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.spawn((GameUiButton("bogus"), NodeBundle { ..default() }))
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.set_parent(root.single());
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})
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}
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/// Component marking UI for loaded Gltf assets
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#[derive(Component)]
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struct GltfsUi;
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/// Component marking UI for Scene assets
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#[derive(Component)]
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struct ScenesUi;
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/// Component marking UI for Camera assets
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#[derive(Component)]
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struct CamerasUi;
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/// Component marking UI for Animation assets
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#[derive(Component)]
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struct AnimationsUi;
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/// Drag+Drop import GLTF to editor
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fn load_gltf() {}
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/// Remove gltf from editor
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fn unload_gltf() {}
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/// Component marking UI for Audio Clip assets
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#[derive(Component)]
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struct AudioClipsUi;
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/// Drag+Drop import Audio to editor
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fn load_audio() {}
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/// Remove audio from editor
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fn unload_audio() {}
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/// Spawn Scene
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fn spawn_scene() {}
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/// Play/Loop Audio
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fn play_audio() {}
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/// Export level
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fn export_level() {}
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/// Import Level
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fn import_level() {}
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